diff --git a/gfx/common/gl_common.c b/gfx/common/gl_common.c index f349938427..bf8aab5059 100644 --- a/gfx/common/gl_common.c +++ b/gfx/common/gl_common.c @@ -21,6 +21,8 @@ #include "../../config.h" #endif +#include + #include "../drivers/gl_symlinks.h" #include "../video_coord_array.h" diff --git a/gfx/drivers/gl.c b/gfx/drivers/gl.c index 8c2d230194..ba037d574d 100644 --- a/gfx/drivers/gl.c +++ b/gfx/drivers/gl.c @@ -40,6 +40,7 @@ #include #include +#include #include "../../configuration.h" #include "../../dynamic.h" diff --git a/gfx/drivers/gl_symlinks.h b/gfx/drivers/gl_symlinks.h index 8628698f3e..91d618776d 100644 --- a/gfx/drivers/gl_symlinks.h +++ b/gfx/drivers/gl_symlinks.h @@ -21,25 +21,10 @@ #include #include -#include - #ifdef HAVE_CONFIG_H #include "config.h" #endif -#if defined(HAVE_PSGL) -#define glGenFramebuffers glGenFramebuffersOES -#define glBindFramebuffer glBindFramebufferOES -#define glFramebufferTexture2D glFramebufferTexture2DOES -#define glCheckFramebufferStatus glCheckFramebufferStatusOES -#define glDeleteFramebuffers glDeleteFramebuffersOES -#define glGenRenderbuffers glGenRenderbuffersOES -#define glBindRenderbuffer glBindRenderbufferOES -#define glFramebufferRenderbuffer glFramebufferRenderbufferOES -#define glRenderbufferStorage glRenderbufferStorageOES -#define glDeleteRenderbuffers glDeleteRenderbuffersOES -#endif - #if defined(HAVE_PSGL) #define RARCH_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES #define RARCH_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES diff --git a/gfx/drivers_renderchain/gl2_renderchain.c b/gfx/drivers_renderchain/gl2_renderchain.c index 82038df196..a9320732b3 100644 --- a/gfx/drivers_renderchain/gl2_renderchain.c +++ b/gfx/drivers_renderchain/gl2_renderchain.c @@ -41,6 +41,7 @@ #include #include +#include #include "../video_driver.h" #include "../video_shader_parse.h" @@ -67,18 +68,43 @@ typedef struct gl2_renderchain coords[5] = yamt; \ coords[7] = yamt -#if (defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__))) +#if defined(HAVE_PSGL) +#define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DOES(a, b, c, d, e) +#define gl2_check_fb_status(target) glCheckFramebufferStatusOES(target) +#define gl2_gen_fb(n, ids) glGenFramebuffersOES(n, ids) +#define gl2_delete_fb(n, fb) glDeleteFramebuffersOES(n, fb) +#define gl2_bind_fb(id) glBindFramebufferOES(RARCH_GL_FRAMEBUFFER, id) +#define gl2_gen_rb glGenRenderbuffersOES +#define gl2_bind_rb glBindRenderbufferOES +#define gl2_fb_rb glFramebufferRenderbufferOES +#define gl2_rb_storage glRenderbufferStorageOES +#define gl2_delete_rb glDeleteRenderbuffersOES + +#elif (defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__))) #define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2DEXT(a, b, c, d, e) #define gl2_check_fb_status(target) glCheckFramebufferStatusEXT(target) #define gl2_gen_fb(n, ids) glGenFramebuffersEXT(n, ids) #define gl2_delete_fb(n, fb) glDeleteFramebuffersEXT(n, fb) #define gl2_bind_fb(id) glBindFramebufferEXT(RARCH_GL_FRAMEBUFFER, id) +#define gl2_gen_rb glGenRenderbuffersEXT +#define gl2_bind_rb glBindRenderbufferEXT +#define gl2_fb_rb glFramebufferRenderbufferEXT +#define gl2_rb_storage glRenderbufferStorageEXT +#define gl2_delete_rb glDeleteRenderbuffersEXT + #else + #define gl2_fb_texture_2d(a, b, c, d, e) glFramebufferTexture2D(a, b, c, d, e) #define gl2_check_fb_status(target) glCheckFramebufferStatus(target) #define gl2_gen_fb(n, ids) glGenFramebuffers(n, ids) #define gl2_delete_fb(n, fb) glDeleteFramebuffers(n, fb) #define gl2_bind_fb(id) glBindFramebuffer(RARCH_GL_FRAMEBUFFER, id) +#define gl2_gen_rb glGenRenderbuffers +#define gl2_bind_rb glBindRenderbuffer +#define gl2_fb_rb glFramebufferRenderbuffer +#define gl2_rb_storage glRenderbufferStorage +#define gl2_delete_rb glDeleteRenderbuffers + #endif @@ -466,7 +492,7 @@ static void gl2_renderchain_deinit_hw_render(void *data) if (gl->hw_render_fbo_init) gl2_delete_fb(gl->textures, gl->hw_render_fbo); if (gl->hw_render_depth_init) - glDeleteRenderbuffers(gl->textures, gl->hw_render_depth); + gl2_delete_rb(gl->textures, gl->hw_render_depth); gl->hw_render_fbo_init = false; context_bind_hw_render(false); @@ -896,7 +922,7 @@ static bool gl2_renderchain_init_hw_render( if (depth) { - glGenRenderbuffers(gl->textures, gl->hw_render_depth); + gl2_gen_rb(gl->textures, gl->hw_render_depth); gl->hw_render_depth_init = true; } @@ -908,33 +934,33 @@ static bool gl2_renderchain_init_hw_render( if (depth) { - glBindRenderbuffer(RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); - glRenderbufferStorage(RARCH_GL_RENDERBUFFER, + gl2_bind_rb(RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); + gl2_rb_storage(RARCH_GL_RENDERBUFFER, stencil ? RARCH_GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT16, width, height); - glBindRenderbuffer(RARCH_GL_RENDERBUFFER, 0); + gl2_bind_rb(RARCH_GL_RENDERBUFFER, 0); if (stencil) { #if defined(HAVE_OPENGLES2) || defined(HAVE_OPENGLES1) || ((defined(__MACH__) && (defined(__ppc__) || defined(__ppc64__)))) /* GLES2 is a bit weird, as always. * There's no GL_DEPTH_STENCIL_ATTACHMENT like in desktop GL. */ - glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, + gl2_fb_rb(RARCH_GL_FRAMEBUFFER, RARCH_GL_DEPTH_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); - glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, + gl2_fb_rb(RARCH_GL_FRAMEBUFFER, RARCH_GL_STENCIL_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); #else /* We use ARB FBO extensions, no need to check. */ - glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, + gl2_fb_rb(RARCH_GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); #endif } else { - glFramebufferRenderbuffer(RARCH_GL_FRAMEBUFFER, + gl2_fb_rb(RARCH_GL_FRAMEBUFFER, RARCH_GL_DEPTH_ATTACHMENT, RARCH_GL_RENDERBUFFER, gl->hw_render_depth[i]); }